10 Commits over 31 Days - 0.01cph!
Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods
UI Blur with mip chain
Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips
Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S
Generate mips after resolving framebuffer
Add blurred downsample shader
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
Single pass downsample
Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
Solve race condition on shader, do both axis sequentially
Deprecate GenerateMipMaps
Move mips generation stuff to Texture.Utils
Cleanup
Let's not break the API, don't use UAV if we don't expect to use Mips
Move GenerateMips back to Graphics since we're in a render block
Move GenerateMips back to Graphics since we're in a render block
Let's not break the API, don't use UAV if we don't expect to use Mips
Deprecate GenerateMipMaps
Move mips generation stuff to Texture.Utils
Cleanup
Solve race condition on shader, do both axis sequentially
Single pass downsample
Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
Add blurred downsample shader
UI Blur with mip chain
Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips
Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S
Generate mips after resolving framebuffer